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Статті в журналах з теми "Inclusive Human-Machine Interfaces"

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Haimerl, Mathias, Mark Colley, and Andreas Riener. "Evaluation of Common External Communication Concepts of Automated Vehicles for People With Intellectual Disabilities." Proceedings of the ACM on Human-Computer Interaction 6, MHCI (September 19, 2022): 1–19. http://dx.doi.org/10.1145/3546717.

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With the future availability of highly automated vehicles (AVs), vulnerable road users (VRUs) will encounter vehicles without human operators. To compensate for the lack of eye contact, realizing communication via external human-machine interfaces (eHMIs) is planned. The adequacy of this regarding people with intellectual disabilities (IDs) is, however, still unknown. This work compares eHMI concepts by their perceived user experience (UX) for people with and without ID to evaluate the inclusiveness of current eHMI concepts. We analyzed related work and derived two representative concepts for a visual and an auditory eHMI. Subsequently, a survey of N=120 participants (64 with, 56 without ID) was performed, comparing the perceived UX of the selected eHMI concepts for visual, auditory, and combined modalities, and a baseline without eHMI using videos of simulations. We then had them assessed using the modified user experience questionnaire - short (UEQ-S). We found that auditory eHMIs performed worse than visual or multi-modal ones, and multi-modal concepts performed worse for people with ID in terms of pragmatic quality and crossing decisions. Our insights can be taken by both industry and academia, to make AVs more inclusive.
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Umachandran, Krishnan. "Application of artificial intelligence for recruitment in manufacturing industries." Journal of Emerging Technologies 1, no. 1 (July 30, 2021): 11–18. http://dx.doi.org/10.57040/jet.v1i1.39.

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The recruitment process in manufacturing industries is automated to become open and inclusive to provide equal opportunity to the job seeker and the job opening in the organization. Online recruitment is an electronic process format to hire suitable candidates using electronic devices and other social media networks through the Internet, reaching a massive population of job seekers and hire the best available talent at a cost-effective mode compared to the conventional recruitment process. The changes in the recruitment landscape are exciting, with the need to transition for a sustainable economy, handling geopolitical volatility and environmental impact are organizational drivers of change for automation in the recruitment process. Advancements in artificial intelligence, machine learning, and natural user interfaces make it possible to automate knowledge-based tasks of human orientations. To help manufacturing organisations meet these challenges and recruit the best talent, artificial intelligence strategizes are used to develop a cognate recruitment process taking account of candidate's perspective and reaches specified candidates with auto-generated messages, and bonds the best-fit candidates for the organization, delivering quality, quantity and quick to fulfill the organizational requirement of manpower. This paper covers all recent and relevant literature reviews in human resource recruitment and the application of artificial intelligence to reduce the time and effort of the experts in handling the right manpower requirement.
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Kalda, Krister, Simone-Luca Pizzagalli, Ralf-Martin Soe, Raivo Sell, and Mauro Bellone. "Language of Driving for Autonomous Vehicles." Applied Sciences 12, no. 11 (May 26, 2022): 5406. http://dx.doi.org/10.3390/app12115406.

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Environmental awareness and technological advancements for self-driving cars are close to making autonomous vehicles (AV) a reality in everyday scenarios and a part of smart cities’ transportation systems. The perception of safety and trust towards AVs of passengers and other agents in the urban scenario, being pedestrians, cyclists, scooter drivers or car drivers, is of primary importance and the theme of investigation of many research groups. Driver-to-driver communication channels as much as car-to-driver human–machine interfaces (HMI) are well established and part of normal training and experience. The situation is different when users must cope with driverless and autonomous vehicles, both as passengers and as agents sharing the same urban domain. This research focuses on the new challenges of connected driverless vehicles, investigating an emerging topic, namely the language of driving (LoD) between these machines and humans participating in traffic scenarios. This work presents the results of a field study conducted at Tallinn University Technology campus with the ISEAUTO autonomous driving shuttle, including interviews with 176 subjects communicating using LoD. Furthermore, this study combines expert focus group interviews to build a joint base of needs and requirements for AVs in public spaces. Based on previous studies and questionnaire results, we established the hypotheses that we can enhance physical survey results using experimental scenarios with VR/AR tools to allow the fast prototyping of different external and internal HMIs, facilitating the assessment of communication efficacy, evaluation of usability, and impact on the users. The aim is to point out how we can enhance AV design and LoD communications using XR tools. The scenarios were chosen to be inclusive and support the needs of different demographics while at the same time determining the limitations of surveys and real-world experimental scenarios in LoD testing and design for future pilots.
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Johnston, Jesse, and Mark Vernacchia. "Virtual Button and Graphical Interface System Safety Evaluation using System Theoretic Process Analysis (STPA)." Journal of System Safety 56, no. 2 (December 1, 2020): 27–36. http://dx.doi.org/10.56094/jss.v56i2.21.

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System Theoretic Process Analysis (STPA) is an extremely valuable methodology, especially when used early in a system’s concept phase, for effective and efficient development of safety requirements that address potential safety issues associated with human machine interactions. This paper outlines how STPA can be used to explore potential safety concerns associated with interactions between human operators and virtual buttons within graphical interfaces across the planned operational scenarios and expected system behaviors. Appropriately validated system safety requirements can be developed based on this exploratory effort. The paper shows how STPA includes drivers and operators as system elements within the control structure where these humans are expected to interact with a “system/feature of interest” by means of virtual buttons presented in a graphical interface. The inclusion of humans as elements of the control structure enables a representation of the human as a “human controller” and, as such, enables STPA evaluation techniques to be applied to them just as these techniques would be applied to any “control” element in a control structure.
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Lorenz, Sebastian, Jens R. Helmert, Ruben Anders, Christian Wölfel, and Jens Krzywinski. "UUX Evaluation of a Digitally Advanced Human–Machine Interface for Excavators." Multimodal Technologies and Interaction 4, no. 3 (August 20, 2020): 57. http://dx.doi.org/10.3390/mti4030057.

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With the evaluation of a next-generation human–machine interface (HMI) concept for excavators, this study aims to discuss the HMI quality measurement based on usability and user experience (UUX) metrics. Regarding the digital transformation of construction sites, future work environments will have to be capable of presenting various complex visual data and enabling efficient and safe interactivity while working. The evaluated HMI focused on introducing a touch display-based interface, providing advanced operation functions and different interaction modalities. The assessment of UUX should show whether the novel HMI can be utilised to perform typical tasks (usability) and how it is accepted and assessed in terms of non-instrumental qualities (user experience, UX). Using the collected data, this article also aims to contribute to the general discussion about the role of UX beyond usability in industrial applications and deepen the understanding of non-instrumental qualities when it comes to user-oriented process and machine design. The exploratory study examines insights into the application of elaborated UUX measuring tools like the User Experience Questionnaire (UEQ) on the interaction with industrial goods accompanied by their rating with other tools, namely System Usability Scale (SUS), Intuitive Interaction Questionnaire (INTUI) and the National Aeronautics and Space Administration (NASA) Task Load Index (NASA-TLX). Four goals are pursued in this study. The first goal is to compare in-depth two different ways of interaction with the novel HMI—namely one by a control pad on the right joystick and one by touch. Therefore, a sample of 17 subjects in total was split into two groups and differences in UUX measures were tested. Secondly, the performances of both groups were tested over the course of trials to investigate possible differences in detail. The third goal is to interpret measures of usability and user experience against existing benchmark values. Fourth and finally, we use the data gathered to analyse correlations between measures of UUX. The results of our study show that the different ways of interaction did not impact any of the measures taken. In terms of detailed performance analysis, both groups yielded differences in terms of time per action, but not between the groups. The comparison of UUX measures with benchmark values yielded mixed results. The UUX measures show some relevant significant correlations. The participants mostly reported enjoying the use of the HMI concept, but several practical issues (e.g., efficiency) still need to be overcome. Once again, the study confirms the urge of user inclusion in product development. Especially in the course of digitalisation, as big scale advancements of systems and user interfaces bring uncertainty for many manufacturers regarding whether or how a feature should be integrated.
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Boletsis, Costas. "A Review of Automated Speech-Based Interaction for Cognitive Screening." Multimodal Technologies and Interaction 4, no. 4 (December 17, 2020): 93. http://dx.doi.org/10.3390/mti4040093.

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Language, speech and conversational behaviours reflect cognitive changes that may precede physiological changes and offer a much more cost-effective option for detecting preclinical cognitive decline. Artificial intelligence and machine learning have been established as a means to facilitate automated speech-based cognitive screening through automated recording and analysis of linguistic, speech and conversational behaviours. In this work, a scoping literature review was performed to document and analyse current automated speech-based implementations for cognitive screening from the perspective of human–computer interaction. At this stage, the goal was to identify and analyse the characteristics that define the interaction between the automated speech-based screening systems and the users, potentially revealing interaction-related patterns and gaps. In total, 65 articles were identified as appropriate for inclusion, from which 15 articles satisfied the inclusion criteria. The literature review led to the documentation and further analysis of five interaction-related themes: (i) user interface, (ii) modalities, (iii) speech-based communication, (iv) screening content and (v) screener. Cognitive screening through speech-based interaction might benefit from two practices: (1) implementing more multimodal user interfaces that facilitate—amongst others—speech-based screening and (2) introducing the element of motivation in the speech-based screening process.
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Santana, Maíra Araújo de, Clarisse Lins de Lima, Arianne Sarmento Torcate, Flávio Secco Fonseca, and Wellington Pinheiro dos Santos. "Affective computing in the context of music therapy: a systematic review." Research, Society and Development 10, no. 15 (November 28, 2021): e392101522844. http://dx.doi.org/10.33448/rsd-v10i15.22844.

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Music therapy is an effective tool to slow down the progress of dementia since interaction with music may evoke emotions that stimulates brain areas responsible for memory. This therapy is most successful when therapists provide adequate and personalized stimuli for each patient. This personalization is often hard. Thus, Artificial Intelligence (AI) methods may help in this task. This paper brings a systematic review of the literature in the field of affective computing in the context of music therapy. We particularly aim to assess AI methods to perform automatic emotion recognition applied to Human-Machine Musical Interfaces (HMMI). To perform the review, we conducted an automatic search in five of the main scientific databases on the fields of intelligent computing, engineering, and medicine. We search all papers released from 2016 and 2020, whose metadata, title or abstract contains the terms defined in the search string. The systematic review protocol resulted in the inclusion of 144 works from the 290 publications returned from the search. Through this review of the state-of-the-art, it was possible to list the current challenges in the automatic recognition of emotions. It was also possible to realize the potential of automatic emotion recognition to build non-invasive assistive solutions based on human-machine musical interfaces, as well as the artificial intelligence techniques in use in emotion recognition from multimodality data. Thus, machine learning for recognition of emotions from different data sources can be an important approach to optimize the clinical goals to be achieved through music therapy.
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Nourani, Mahsan, Samia Kabir, Sina Mohseni, and Eric D. Ragan. "The Effects of Meaningful and Meaningless Explanations on Trust and Perceived System Accuracy in Intelligent Systems." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 7 (October 28, 2019): 97–105. http://dx.doi.org/10.1609/hcomp.v7i1.5284.

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Machine learning and artificial intelligence algorithms can assist human decision making and analysis tasks. While such technology shows promise, willingness to use and rely on intelligent systems may depend on whether people can trust and understand them. To address this issue, researchers have explored the use of explainable interfaces that attempt to help explain why or how a system produced the output for a given input. However, the effects of meaningful and meaningless explanations (determined by their alignment with human logic) are not properly understood, especially with users who are non-experts in data science. Additionally, we wanted to explore how explanation inclusion and level of meaningfulness would affect the user’s perception of accuracy. We designed a controlled experiment using an image classification scenario with local explanations to evaluate and better understand these issues. Our results show that whether explanations are human-meaningful can significantly affect perception of a system’s accuracy independent of the actual accuracy observed from system usage. Participants significantly underestimated the system’s accuracy when it provided weak, less human-meaningful explanations. Therefore, for intelligent systems with explainable interfaces, this research demonstrates that users are less likely to accurately judge the accuracy of algorithms that do not operate based on human-understandable rationale.
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Huff, Earl W., Kathryn M. Lucaites, Aminah Roberts, and Julian Brinkley. "Participatory Design in the Classroom: Exploring the Design of an Autonomous Vehicle Human-Machine Interface with a Visually Impaired Co-Designer." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1921–25. http://dx.doi.org/10.1177/1071181320641463.

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Self-driving vehicles are the latest innovation in improving personal mobility and road safety by removing arguably error-prone humans from driving-related tasks. Such advances can prove especially beneficial for people who are blind or have low vision who cannot legally operate conventional motor vehicles. Missing from the related literature, we argue, are studies that describe strategies for vehicle design for these persons. We present a case study of the participatory design of a prototype for a self-driving vehicle human-machine interface (HMI) for a graduate-level course on inclusive design and accessible technology. We reflect on the process of working alongside a co-designer, a person with a visual disability, to identify user needs, define design ideas, and produce a low-fidelity prototype for the HMI. This paper may benefit researchers interested in using a similar approach for designing accessible autonomous vehicle technology.
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Kearns, William R., Nai-Ching Chi, Yong K. Choi, Shih-Yin Lin, Hilaire Thompson, and George Demiris. "A Systematic Review of Health Dialog Systems." Methods of Information in Medicine 58, no. 06 (December 2019): 179–93. http://dx.doi.org/10.1055/s-0040-1708807.

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Abstract Background Health dialog systems have seen increased adoption by patients, hospitals, and universities due to the confluence of advancements in machine learning and the ubiquity of high-performance hardware that supports real-time speech recognition, high-fidelity text-to-speech, and semantic understanding of natural language. Objectives This review seeks to enumerate opportunities to apply dialog systems toward the improvement of health outcomes while identifying both gaps in the current literature that may impede their implementation and recommendations that may improve their success in medical practice. Methods A search over PubMed and the ACM Digital Library was conducted on September 12, 2017 to collect all articles related to dialog systems within the domain of health care. These results were screened for eligibility with the main criteria being a peer-reviewed study of a system that includes both a natural language interface and either end-user testing or practical implementation. Results Forty-six studies met the inclusion criteria including 24 quasi-experimental studies, 16 randomized control trials, 2 case–control studies, 2 prospective cohort studies, 1 system description, and 1 human–computer conversation analysis. These studies evaluated dialog systems in five application domains: medical education (n = 20), clinical processes (n = 14), mental health (n = 5), personal health agents (n = 5), and patient education (n = 2). Conclusion We found that dialog systems have been widely applied to health care; however, most studies are not reproducible making direct comparison between systems and independent confirmation of findings difficult. Widespread adoption will also require the adoption of standard evaluation and reporting methods for health dialog systems to demonstrate clinical significance.
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Дисертації з теми "Inclusive Human-Machine Interfaces"

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AIRO', FARULLA GIUSEPPE. "Design and development of methodologies, technologies, and tools to support people with disabilities." Doctoral thesis, Politecnico di Torino, 2017. http://hdl.handle.net/11583/2678711.

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Assistive Technologies (ATs) is an umbrella term that includes, from the one hand, assistive, adaptive, and rehabilitative devices for people with disabilities and, from the other hand, the process needed to select, locate, and use them. ATs promote greater independence by enabling people to perform tasks that they were formerly unable to accomplish (or had great difficulty accomplishing) by providing enhancements to, or changing methods of interacting with, the technology needed to accomplish such tasks. Researching on ATs means to focus both on the individuals, the users, the design, and the consecutive development of any kind of technology that could ease, or even improve, everyday life of disabled, elderly people, and people who are following rehabilitative programs. This dissertation spans on ATs that, starting from a common root and deriving from the realm of Information Technology, have been applied and deployed to several groups of individuals with disabilities. Starting from the issue of detecting hand poses, gestures, and signs for enabling novel paradigms for human-machine interaction, three approaches for hand tracking and gesture recognition from single markerless observation have been developed. The first approach comprises machine learning techniques and optimized features to boost performances. The second one comprises a 3D model of a human hand and optimization techniques. The third approach applies machine learning and statistical techniques on top of technology specifically designed for tracking human hands. Starting from these results, hand gesture recognition has then been proposed to enable new interaction paradigms, suitable for individuals with disabilities, in the eld of Human-Robot collaboration. A reliable real time protocol to remotely control anthropomorphic robotic actuators has been implemented. This protocol allows the user to send commands to one (or many) robotic actuator by simply moving his/her hand; it has been designed, modeled, and formally validated resorting to a knowledge-driven agile approach. This dissertation proposes two use cases enabled from the outcomes of the research activities. The former one is a remote communication system for deafblind individuals based on Sign Languages (SLs) with tactile feedback. With the support of SL experts, I have identified a list of fundamental hand movements and gestures to be recognized accurately. The developed algorithms were successfully tested involving 80+ volunteers (both proficient and not in SLs). This communication system is ready to be used concurrently by many people, allowing 1-to-many communication. In addition, it supports different input (cameras and sensors for non-invasive markerless hand tracking) and output (upper-limb anthropomorphic robotic interfaces) systems. The latter one is a telerehabilitation setup for upper-limb post-stroke rehabilitation, comprising vision-based input and a hand exoskeleton. Knowledge derived from the research activities has been applied to two projects, whom outcomes are discussed in this dissertation, as well. The former one lies in the realm of character recognition and aims at improving accessibility of mathematical and scientific documents for blind and deafblind individuals. The latter one aims at developing inclusive interfaces to a web platform under development for preserving and disseminating the cultural heritage of deaf and deafblind communities. All the research activities presented in this dissertation have involved a strict and direct contact with end-user associations and persons who benefit from the results of the research itself, and have been widely discussed and tested with them.
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Roksic, Sandra. "An Inclusive Design Approach to Integrating an External Human Machine Interface with Autonomous Vehicles." DigitalCommons@CalPoly, 2021. https://digitalcommons.calpoly.edu/theses/2328.

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As autonomous vehicles become more prevalent in urban traffic settings, the safety of vulnerable road users, predominantly pedestrians, must be placed in high regard relative to the design of the autonomous vehicle's (AV's) external human machine interface (HMI). Traditionally, there exist communication methods between drivers and pedestrians, such as hand gestures, eye contact, and verbal cues that convey the driver's awareness of the pedestrian's presence. However, with autonomous vehicles, there is a shift in communicative responsibility from the driver to the vehicle itself. It is the vehicle's responsibility to intuitively and clearly indicate its actions to the pedestrian. This research analyzes the factors contributing to AV skepticism and the ways in which the visual aspect of an AV's external HMI can be improved from traditional vehicle designs to accommodate visually impaired pedestrians. This was achieved by performing a study on 27 participants varying in age, gender, and vision impairment type. The study includes a survey and interview portion. Findings indicate that yellow and blue colors are viewed as most welcoming and memorable. It is suggested that these colors be used in the projected light system of the external HMI design. Quantitative results indicate that there is a moderate degree of correlation between the following: the use of cruise control and vision impairment severity (negative correlation), a participant's willingness to ride in an AV and vision impairment levels (positive correlation). The study also found a low degree of correlation in a participants willingness to ride in an AV and their trust in AVs. Based on these findings and under the assumption than an external HMI is needed on the AV, it is recommended that the external HMI contain a light projection system on the vehicle's front body. Based on qualitative results, the light projection system should use a teal color light and project a directional arrow onto the ground when identifying a pedestrian in its path while turning. Intuitive signals such as these help ensure pedestrian safety and promote trust and acceptance of the use of autonomous vehicles on public roads.
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Книги з теми "Inclusive Human-Machine Interfaces"

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Biswas, Pradipta. Inclusive Human Machine Interaction for India: A Case Study of Developing Inclusive Applications for the Indian Population. Springer London, Limited, 2014.

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Частини книг з теми "Inclusive Human-Machine Interfaces"

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Biswas, Pradipta. "New Interfaces." In Inclusive Human Machine Interaction for India, 63–77. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-06500-7_4.

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Ceccacci, S., M. Germani, and M. Mengoni. "How to Use Virtual and Augmented Reality Techniques to Design Highly Usable Human–Machine Interfaces." In Designing Inclusive Systems, 65–74. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-2867-0_7.

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Ramasamy, Prema, Shri Tharanyaa Jothimani Palanivelu, and Abin Sathesan. "Certain Applications of LabVIEW in the Field of Electronics and Communication." In LabVIEW - A Flexible Environment for Modeling and Daily Laboratory Use. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.96301.

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The LabVIEW platform with graphical programming environment, will help to integrate the human machine interface controller with the software like MATLAB, Python etc. This platform plays the vital role in many pioneering areas like speech signal processing, bio medical signals like Electrocardiogram (ECG) and Electroencephalogram (EEG) processing, fault analysis in analog electronic circuits, Cognitive Radio(CR), Software Defined Radio (SDR), flexible and wearable electronics. Nowadays most engineering colleges redesign their laboratory curricula for the students to enhance the potential inclusion of remote based laboratory to facilitate and encourage the students to access the laboratory anywhere and anytime. This would help every young learner to bolster their innovation, if the laboratory environment is within the reach of their hand. LabVIEW is widely recognized for its flexibility and adaptability. Due to the versatile nature of LabVIEW in the Input- Output systems, it has find its broad applications in integrated systems. It can provide a smart assistance to deaf and dumb people for interpreting the sign language by gesture recognition using flex sensors, monitor the health condition of elderly people by predicting the abnormalities in the heart beat through remote access, and identify the stage of breast cancer from the Computed tomography (CT) and Magnetic resonance imaging (MRI) scans using image processing techniques. In this chapter, the previous work of authors who have extensively incorporated LabVIEW in the field of electronics and communication are discussed in detail.
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Wendrich, Robert E. "Cyber-Physical Systems, Blended Tool Environments, and Playful Creativity." In Advances in Computers and Information in Engineering Research, Volume 2, 589–619. ASME, 2021. http://dx.doi.org/10.1115/1.862025_ch19.

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All tools humanity uses are extensions of their physical and/or virtual reach, towards a specific purpose or to fulfill a particular, specified, or dedicated task. The tool is handled, initiated and actively guided to participate in interaction, perception, and/or interpretation of the world around us. Tools mediate in action and interaction, like handling a toothbrush to gain a fresh set of cleaned teeth or to use a hammer to pound nails in a material. The real physicality of these human interactions convey a lot of information and creates knowledge in various levels of insight and understanding. Not only in terms of feeling satisfied in the accomplishment of a task, but also in the experience of tool use and succesful interaction. Furthermore, metacognitive aspects of tool use occur when human beings and tools work together and can be seen as an action-based method of advancing knowledge. In the quotidian, a mixture of tools (i.e. used, embedded) and tool activities occur to directly or indirectly interact with our physical and virtual surroundings, things, or systems. Analogue tools, like e.g. knives, pens, chairs and cars have different complexities, but through communicated ’meaning’ (Dewey, 2005) [9], these artifacts possess a distinct quality and intrinsic interaction of use. Some of these tools have very simple but effective use qualities and therefore are most of the time easy to understand in function and use. Other more sophisticated tools imply more study and demand lots of exercise (i.e. high learning threshold) in order to get the full benefit, function and gain in user experience (UX) and results. In the digital and virtual realms many varieties of computational tools are encountered. As a consequence, many categories and levels of tool use, usage through interaction, usability, user-skills and UX happen. The last decades showed a plethora of tool applications and tool interactions that eluded many users, consequently leading to misinterpretation, misguidance, frustration, reduction and inert mediocrity. Not to speculate that digital innovations and tools are defunct gadgets or not worthy of inclusion in daily life. On the contrary, digital technology plays a crucial role in our understanding of the physical and virtual worlds that co-exists and give us much broader boundless experiences and perspectives than ever before. The problem with most digital tools is, the constructed user interface (UI) and user interaction (UA) between a user and machine, as shown in, for example; Carroll, 1991 [5], Carroll, 2002 [6], Dix, 2009 [10], Hartson, 2003 [16], Piumsomboon et al., 2017 [31], Wendrich, 2016 [44], Rogers, 2011 [33]. This in turn has lead to more study and research being conducted on this subject over the last decades, what somehow lead to more confusion and misapprehension. Incremental improvements in UI have been explored and became a sort of standard, new approaches to UIs and UAs have appeared and wiped others, in some cases e.g. multi-touch sensing surfaces became a next step in interacting with the digital-virtual realms. This in turn lead to a leap in applications software (app) design to create tools that were easy to manipulate and use by swiping fingers across high-definition interactive icons to work the tool. However, how feebly, fleetly or superficial this type of mediated interactions may seem, somehow it became a prefered way of ’doing things.’ Gradually this kind of interaction became the standard, encroached with instant gratification and satisfaction. Eventually, everything is an approximation with human frailty, so is tool use and are tools, Figure 19.1.
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Тези доповідей конференцій з теми "Inclusive Human-Machine Interfaces"

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Yan, Ming, Lucia Rosa Elena Rampino, Caruso Giandomenico, and Huimin Zhao. "Implications of Human-Machine Interface for Inclusive Shared Autonomous Vehicles." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002488.

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Autonomous Vehicles (AVs), also known as self-driving cars, driverless cars, or robot cars, can perceive their environment and drive safely with little or no human inputs. Under the support of engineering, information science, anthropology, AVs have developed rapidly at the technical level, demonstrating to reduce human error operations and lessening road usage to save time. In the future, users will always be more released from driving tasks Self-driving vehicles can be more advantageous and feasible in public transportation than in private ones. Therefore, shared buses and logistics vehicles have been trial operation in various countries nowadays. Moreover, this technology will enable road traffic for people who cannot drive due to various physical and cognitive impairments. Therefore, inclusivity is often cited as one of the main reasons for promoting user acceptance of this technology, and it is fundamental in its application. Inclusive design can be achieved by identifying and addressing as many barriers to the Human-Machine Interface (HMI) as possible, focusing on human factors inside and outside the self-driving vehicle. It can enable groups with different needs to interact comfortably with the AVs and the traffic environment. Specifically, within a shared autonomous vehicle, we focus on transferring vehicle control between multiple users, reducing human error, and improving system availability. In addition, for many non-driving-related tasks (NDRT) derived from the gradual improvement of autonomous driving, the design of interactive devices and processes suitable for different groups and their cognition, the usability and comfort of the system will be improved, as well as the user experience. Concerning the scenes outside the vehicle, the impact of different types of external HMIs on the user experience of other user groups (e.g., young, old, cognitive, or physical disabilities, Etc.) attracted more attention from scholars. At the same time, communication channels and interfaces established between users and AVs will become more prominent on an inclusive basis. Consequently, HMI is essential for functional and inclusive driving automation, guaranteeing an efficient and satisfactory interaction between the automated system and different users.This paper provides an overview of the HMI challenges in shared driving automation from an inclusive design perspective, summarizing existing research on the role of HMIs in shared autonomous vehicles. The authors identified the fundamental changes in the way the user interacts with the car in shared autonomous vehicles using a systematic literature review including the following four steps: 1) identification of purposes and research questions of the literature review 2) definition of a literature search strategy by identifying a combination of sequential and iterative search queries; 3) analyze the retrieved articles compiling a concept matrix for each of them. As a result, relevant literature related to the research topic was selected; 4) identifying research gaps and inconsistent research results to make tacit domain meta-knowledge explicit. The paper will contain the analysis and discussion of the obtained data. Finally, the paper will discuss the future challenges for promoting a deeper exploration of inclusivity of HMIs for autonomous vehicles, also proposing the research avenues practical to increase the user's acceptance of this technology.
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Löcken, Andreas, Andrii Matviienko, Mark Colley, Debargha Dey, Azra Habibovic, Yee Mun Lee, and Andreas Riener. "Accessible Automated Automotive Workshop Series (A3WS): International Perspective on Inclusive External Human-Machine Interfaces." In AutomotiveUI '22: 14th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3544999.3551347.

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Villani, Valeria, Lorenzo Sabattini, Julia N. Czerniaki, Alexander Mertens, Birgit Vogel-Heuser, and Cesare Fantuzzi. "Towards modern inclusive factories: A methodology for the development of smart adaptive human-machine interfaces." In 2017 22nd IEEE International Conference on Emerging Technologies and Factory Automation (ETFA). IEEE, 2017. http://dx.doi.org/10.1109/etfa.2017.8247634.

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Di Bella, Davide, Kiana Kianfar, and Alessandra Rinaldi. "Design of a devices’ system with tangible interface aimed to an inclusive smart working experience and wellbeing." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001871.

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In Europe, the demographic profile is towards an increasingly aged workforce [1], characterized by a significant aging of the population. The people aged 55 years or more accounted for one fifth of the total workforce, and as one consequence of increasing longevity, must work more years before retirement [2].Aging of the workforce is a growing problem for many developed and developing countries, pushing companies to explore ways to keep older workers employed for a longer period of time and to support them to maintain their work ability and increase their employability. The literature shows that “age related factors should be taken into consideration in daily management, including work arrangements and individual work tasks, so that everybody, regardless of age, feels empowered in reaching their own and corporate goals” [3].At the same rhythm with these challenges related to the ageing workforce, the work itself is undergoing technological upgrading driven by digitization. ICT (Information and Communication Technologies) have radically determined the modification of people's habits and lifestyles, also in the field of work, introducing new methods of working for example the smart working. These evolving work methods required smart workers to acquire new professional skills in a short time and to adapt to new technologies, new work processes and new forms of collaboration. All these changes lead to greater difficulties, especially for aged smart workers, such as: i) lack of physical interactions and the resulting isolation; ii) increased workload and consequently increased stress (always on); iii) difficulties in communication and time management problems; iv) work-life balance and personal life problems. Therefore it emerges the need to design innovative and friendly devices to address the challenges and difficulties mentioned above, facilitating interaction between smart workers, time management and work organization. These innovative devices and systems need to be easy to use and intuitive to learn in order to increase the inclusion of the aging smart workers, reducing the digital divide.Tangible User Interfaces could represent a fertile ground with the greatest potential to tackle these challenges as they give physical form to digital information and computation, and at the same time they facilitate the direct manipulation of bits. Unlike GUIs, where human-machine interaction occurs through the use of a mouse, keyboard or touchpad and is displayed on a screen as interaction’s results, the use of TUIs involves direct interaction with physical objects to which digital information has been associated, within a defined action space.In this context, the challenge is how ICT-embedded solutions, particularly Tangible User Interfaces, can meet the needs of a growing number of ageing smart worker in terms of inclusion, and of social, physical and mental wellbeing to sustain a team spirit, maintain team cohesion by offering sensory user experience and a tactile interaction with digitized work.The general objective of the research project presented in this article is to develop ICT-embedded devices based on TUIs, aimed at aging smart workers, with following objectives:fostering communication and interaction with the digital world through a tactile experience;increasing the organization, motivation, and job satisfaction; promoting work-life balance to increase physical and mental wellbeing. The result consists of a digital devices’ system, that can interact with each other and with users through a dedicated application for mobile. The system allows to improve the smart workers experience and their well-being through:empowerment, with the introduction of a "digital personal coach" who accompanies the worker during the performance of the activities;enhancement of concentration by providing for the performance of only one activity at a time to increase the overall efficiency of the worker;work-life balance improvement, with a better management of the balance between working and private dimensions;communication and collaboration facilitation with other colleagues;reduction of technological abundance through the use of tangible interfaces;exploitation of peripheral interaction to reduce the risk of loss of concentration during activities.1.European Commission - Directorate-General for Economic and Financial Affairs: The 2015 Ageing Report. Underlying Assumptions and Projection Methodologies. European Economy 8-2014 (2014). 2.Giakoumis, D., Votis, K., Altsitsiadis, E., Segkouli, S., Paliokas, I., & Tzovaras, D.: Smart, personalized and adaptive ICT solutions for active, healthy and productive ageing with enhanced workability. In: 12th ACM International Conference on PErvasive Technologies Related to Assistive Environments, pp. 442-447. Association for Computing Machinery, New York (2019).3.Ilmarinen, J. (2012). Promoting active ageing in the workplace. European Agency for Safety and Health at Work.
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Pereira, Andre Luiz da S., Leandro A. F. Fernandes, and Aura Conci. "Image preprocessing techniques for facial expression classification." In Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19995.

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Facial expression classification is an essential aspect of human interaction, and its proper classification is considered fundamental for the future inclusion of multimedia psychology into human-computer interfaces. For this purpose, this article aims to identify a preprocessing pipeline capable of reduce the accuracy variance for facial expression classification. Thereunto, Extended Cohn-Kanade Dataset, Support Vector Machine, and Bag of Features were used in six pipelines. Compared to a pipeline with minimal preprocessing, the best results presented an accuracy variance reduction of 65.63%.
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Westin, Matthew, Ronald Dougherty, Christopher Depcik, Austin Hausmann, and Charles Sprouse. "Development of an Adaptive Human-Machine-Interface to Minimize Driver Distraction and Workload." In ASME 2013 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/imece2013-65141.

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The original use of the vehicle dashboard was to provide enough sensory information to inform the driver of the current engine and vehicle status and performance. Over time, it has evolved into an entertainment system that includes person-to-person communication, global positioning information, and the Internet, just to name a few. Each of these new features adds to the amount of information that drivers must absorb, leading to potential distraction and possible increases in the number and types of accidents. In order to provide an overview of these issues, this paper summarizes previous work on driver distraction and workload, demonstrating the importance of addressing those issues that compete for driver attention and action. In addition, a test platform vehicle is introduced which has the capability of assessing modified dashboards and consoles, as well as the ability to acquire relevant driving performance data. Future efforts with this test platform will be directed toward helping to resolve the critical tug-of-war between providing more information and entertainment while keeping drivers and their passengers safe. The long-term goal of this research is to evaluate the various technological innovations available for inclusion in the driving environment and determining how to optimize driver information delivery without excessive distraction and workload. The information presented herein is the first step in that effort of developing an adaptive distraction/workload management system that monitors performance metrics and provides selected feedback to drivers. The test platform (1973 VW Beetle converted to a plug-in series hybrid) can provide speed, location (GPS), 3-D acceleration, and rear proximity detection. The test drive route was a 2 km × 3 km city street circuit which took approximately 25 minutes to complete. Data is provided herein to demonstrate these capabilities. In addition, the platform has driver selectable layouts for the instrument cluster and console (LCD screens). The test platform is planned for use to determine driver preferences (e.g., dashboard/console configurations) and attention performance in addition to identifying optimal real-time feedback for drivers with different demographics.
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Hai Le, Duc, Klas Ihme, and Frank Köster. "Involving users in Automotive HMI design: Design evaluation of an interactive simulation based on participatory design." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002818.

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User-centered design (UCD) methods for human-machine interfaces (HMI) have been a key to develop safe and user-friendly interaction for years. Especially in safety-critical domains like transportation, humans need to have clear instructions and feedback loops to safely interact with the vehicle. With the shift towards more automation on the streets, human-machine interaction needs to be predictable to ensure safe road interaction. Understanding human behavior and prior user needs in crucial situation can be significant in a multitude of complex interactions for in-vehicle passengers, pedestrians and other traffic participants.While research mostly focused on addressing user behavior and user needs, the inclusion of users has often been limited to study participants with behavioral inputs or interviewees prompted for opinions. Although users do not have the knowledge and experience as professional designers and experts to create a product for others alone, unbiased insights into the future target groups’ mental models are a valuable and necessary asset. Hence, with stronger user participation and appropriate tools for users to design prototypes, the design process may deeper involve all type of stakeholders helping to provide insights into their mental models to understand user need and expectation.To extend current UCD practices in the development of automotive HMIs, our work introduces a user-interactive approach, based on the principles of participatory design (PD), to enable users to actively create and work within design process. A within-subject study was conducted based on evaluating users’ trust within an interaction with an AV and subsequently configuring the corresponding HMI. The scenario focuses on the interaction between a pedestrian (user’s point of view) deciding to cross path with an automated vehicle (AV, SAE L4). The AV would show its intention via a 360° light band HMI on its roof. The interactive simulation offered users hands-on options to iteratively experience, evaluate and improve HMI elements within changeable environmental settings (i.e., weather, daytime) until they were satisfied with the result. The addition of participation was provided by an interface using common visual user interface elements, i.e. sliders and buttons, giving users a range of variety for real-time HMI configuring.A first prototype of this interactive simulation was tested for the safety-critical use-case in a usability study (N=29). Results from questionnaires and interviews show high usability acceptance of the interactive simulation among participants as assessed by the system usability scale. Overall usability was rated high (System Usability Scale) and frustration low (NASA-TLX raw). Moreover, the interactive simulation was rated to have above average user experience (User Experience Questionnaire). Appended feedback interviews gave valuable insights on improving the simulation user interface, offering different design opportunities within the simulation and a wider parameter space. The short design session time shows the limit of customizability options within this study but needs to be further investigated to determine optimal range for longer evaluation and design sessions. Based on the study results, further requirements for PD simulative environments to assess limits for parameter spaces in virtual environments are derived.
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